I live in Barcelona, not in Montreal. The video games sector here is growing because of foreign companies landing. There are still very few profitable local companies. Plus, the Spanish government has a lot of work to do to give the push that the sector deserves to become an industry.
But I work as a game designer, that’s my profession. So I was years ago in a limbo. On one side, there were no positions for me (apart from big companies, which are not what I look for). On the other, I wanted to make games.
I decided to be the best game designer I could be. I follow three basic steps:
Be realistic: I would very love to help make the next Ocarina of Time. But that is not the case of my reality here. My reality is big corporates whose processes are made to filter out people like me. And small companies willing to find their formulas for profitability. Those companies are 80% mobile and casino. So I started specializing more in those.
A mix of analysis and creativity: from one side I have the skills to analyze what’s in the market. Because when you work as a game designer for a company they want you to find formulas to apply. Especially in mobile free-to-play. So I had to accept it and become a PRO in analysis. But I am a designer in the first place, so I worked on my creativity side. I had to improve my skills in actually designing documents and spreadsheets. Also, I had to dominate the engines, as a designer.
Share every learning: I know that it can look silly. Someone says I want to become an influencer. But that’s not the case. Sharing is caring, as they say. When you share also a small learning you learn to communicate and you leave space. Your commenters will give you insight and also in your private job you will become better.
Reviewing the resume of a senior takes time. That’s because we all lie, especially when we need the job. So it takes time to spot the truths within a resume. The same is valid for a portfolio of juniors. It takes time to build them, and it takes time to review them.
That’s why relationships with seniors are very important. A portfolio can be discovered or sent to a company, but they will probably have little time to check it in detail. Instead, if you use the portfolio as a tool to communicate with people you have a relationship with, everything is easy.
Oftentimes when a company needs juniors, seniors already know who to call. Many seniors, like me, are in constant touch with junior talents. And that’s also why you don’t see many offers for juniors out there. Because it is not necessary.
Think of your resume or portfolio as another tool for communication. Don’t send them only to job applications. Job applications are worthless, I have personally never seen a job application go well in my entire life. Use your resume and portfolio as a vehicle to find your voice and spread it out there. Create meaningful relationships.
I would start a new RPG development by creating the World and its rules. Then I would start from the smallest possible system to see if the people is actually interested in it. Only then I would proceed. To me make a game without knowing anything is too risky.
Another reflection is that I don’t own Baldur’s Gate 3, but I see some of its characters all over the place. And I can just look at that beautiful piece of art from the outside. As a follower, I cannot influence anything of the World of BG3. In 2024 is absurd, considering that I can interact with the president of a foreign country from my smartphone. Do I have to buy BG3 to interact with its World?
I am currently playing Elden Ring. When I have time, since I have a baby to care. As any RPG there are chores to do. Why can’t I do these chores from my mobile phone? I don’t have anything to interact with the world of Elden Ring when my PS5 is off. In 2024, that is absurd to me.
An idea for the future is to build an RPG like a separate entity, a proper virtual world. And that world can be accessible by multiple sources. A mobile game, a console game, a PC game. But also a TikTok account, a Discord server. Technology is there, you can make donations and send gifts via lots of platforms to the creators. So why don’t we use it to create a fully interactable world?
I installed UEFN and tried out some Fortnite maps created by others. I was conflicted regarding how shooters have evolved these days. On one side, there are tons of mechanics and dynamics in Fortnite. On the other, the thing is getting very complicated! Too many things altogether, games back in the day were simpler.
So I decided to start a new project, codename “TH3FR4GGERZ” where for the moment I am rebuilding classic deathmatch maps for the kids to play what I played (ok, boomer).
I started from The Dark Zone from Quake, which I played tons of hours back in the days at LAN parties (ok, boomer x2). Do you remember it?
UEFN is an incredible tool, it’s Unreal Engine but it permits you to set up rules playtest, and publish very quickly without having to worry about code and other things.
Fortnite is a game where new and old audiences meet together. This is great as a designer because there are many things I have to understand about these new audiences that are not immediate. For instance, unlike games from my time, the Players receive EVERYTHING right from the start in the most successful experiences.
I can revisit classics and finally have an excuse to understand all the steps that led us, the FPS players, here today. Nostalgia level: 9.999.999
If you are a Fortnite player, please join: 4321-3870-5686
After a couple of days working on my first map and getting confidence with UEFN, I have a first version of The Dark Zone, a classic Quake deathmatch map to test.
I want to test specifically three things:
The dimensions: I had to scale the map up because of many reasons. Usually, in Fortnite, there are more players. Also, I want to express a sense of reverence towards the classics of the genre. Plus, the metrics of Fortnite permit the Players to move more agile across a map. Players can slide, run, crouch, and many things more.
The lights: the standard lighting system for Fortnite is very plain, but also better in terms of contrast. Still, I want to represent the darkness of these classics but at the same time make the visuals always readable.
Weapons: Fortnite has too many mechanics and weapons, and I have to convert somehow the weapons from Quake to a Fortnite counterpart. That can lead to a lot of balancing issues. I need to test it.
The appeal is the level of beauty, polish, etcetera your game can have. It is what makes the game appealing from looking at screenshots/videos
The fantasy is the opportunity the Players will seek inside of the game. It can be something very real, but also something they couldn’t do in real life.
Everything is multiplied for the readability of the gameplay. Which is the capacity of your game to be understood from a simple quick view.
I love this definition and this formula, also if I am aware that creativity doesn’t work with formulas. But it’s a way of starting from a base. Test the art side (appeal x readability) separately from the gameplay (fantasy x readability).
What I want to say is that according to the properties of multiplication, we can say that the readability is a responsibility shared among art and design. Art takes care more about the appeal, while design more about the fantasy. These are my 2 cents on the general reasoning of the video. Watch it here:
There are two sides to the medal. One is a personal improvement side, and the other is a practical business side. I have identified opposites on these two sides. I love it when everything comes together in a meaningful way. Maybe a little obsessive, dunno.
FUN <-> REVENUE: First of all, I am motivated and engaged in doing that. I prefer to invest 40% of my time doing that than playing video games, for a while. And of course, the ROI is higher in this case.
SKILL <-> GROWTH: I see opportunities to build a team, meet new people, and teach what I discover in the future. I love to teach.
IMPROVEMENT <-> PURPOSE: I am also playing lots of Fortnite to study my new competitors. I see that most of these experiences have no progression, and no storytelling, there is just chaos. Most of them look like a bunch of incomplete experiences. My will is to silently teach the history of good old FRAG deathmatch to the new audiences that are playing Fortnite today.
I have this client now who has simple but very effective techniques to clarify things and express his concerns. He opens a Microsoft Paint instance and starts drawing.
He shares the screen with me and, with simple shapes, describes what I presented him, asking questions. Then he passes to express his concerns and makes his change requests.
And then I have another iteration to work on. No need for complex software or subscriptions. MS Paint and simple shapes are more than enough to discuss anything. God bless this simple but effective techniques.
One of the most beloved genres of mobile games is 4X. In case you don’t know, the genre was born on PC. 4X means eXplore, eXpand, eXploit, and eXterminate.
I watched this beautiful deconstruction of a popular title these days. Deconstructor of Fun is deconstructing the fun again, I have to say!
It is an expensive genre to develop especially if you are giving it for free, for example using the free-to-play business model, it is better to think well in designing each part scalable and monetizable.
The game loop
In the following diagram, I resume the typical game loop for mobile f2p 4X games and detail the three typical metagame loops associated with:
The economy of these games is generally based on:
Resources: usually represented with raw materials such as wood, iron, and so on. The basic building block for everything.
Buildings: you need to build to grow your empire, useful to eXploit the land
Crafts: the technology you can use to craft
Craft rate: the speed of crafting using buildings
Craft options: the kind of things you can craft
Troops: a consumable used to eXplore and eXpand
Heroes: characters that lead the troops, useful to eXplore and eXterminate
Hero XP: often represented with shards, useful to level up the heroes
Hero gear: useful to power up the heroes
Hero Level: the level of the hero
Monetization
“Monetize or die”, says someone. And I cannot agree more with that statement. Remember you are giving a sophisticated piece of software for free. You need to think that a very small part of the audience will pay for that. To do that, you should have a very deep spend depth in your game. Here are some classic methods:
Build: the build loop uses resources to build new structures after waiting time
Resources can be monetized
Time (speed up) can be monetized
Builders (building slots) can be monetized. They are often part of the starter pack, the succulent first euro you are supposed to spend into the game. Very valuable.
Upgrade: to upgrade your building you use the same things as for building.
You can add a layer of ADs for freemium players to watch and speed things up, especially when they have little time remaining.
Train: you need troops to attack others, and those are created using time and slots
You can monetize the time to speed up
You can make the players purchase extra slots. This can be also part of some high-conversion item
Level-up Heroes: heroes are key for certain missions and special features, like social features or battle modes
You can monetize heroes directly (not recommended), but you can offer them in loot boxes/gachas
You can add them in a season pass, some subscription service that unlocks heroes with progress
You can sell special gear from them
You can have specific shards for hero level-up or get special shards
4X: this is the real goal of the game and permits to have more opportunities to monetize all the rest
How many buildings do you have?
How many levels can you upgrade them?
How many heroes do you have?
What are the chances to get those heroes?
How many troops do you need to attack?
What is the cost in time to get them?
And so on…
Conclusion
I hope you liked this brief introduction, my intention is to communicate that you should stay aware of these concepts:
The Game Loop: the sequence of features that the Players should engage with over and over in order to progress through the game
The Meta Loops: the things that make your players think about your game where they are not playing.
The spend depth: every member of the game loop has to be monetized!
Monetization is not a bad thing, it is what keeps your Players engaged!
Starting today I want to explore more the world of UEFN. I played a little with the experiences you have available on Fortnite right now and… oh my goodness, they are complete disasters from a level design perspective. What are we feeding our kids??? what?? *dramatic*
So I had this idea: recreate the most beloved maps from classic FRAG multiplayers within Fortnite. I need of course to tweak for 3rd person these maps, but my vision is pretty much this: to recreate classics in Fortnite. Because I want the kids to grow with serious stuff! (and if I can generate some income meanwhile, better)
You are the lead game designer of a new project that involves Fortnite. Using UEFN, the project is to recreate the best maps that belong to classics of frag games (quake, unreal, and so on) in Fortnite. Converting them into modern versions. Make a table with the most enjoyed maps. On one column put the map name, on the second one a map image, third one the game, fourth column put the year and last column put notes on how to give them a modern touch
Prompt for Copilot
And I got a whole spreadsheet with a couple of tweaks:
I added some metadata and screenshots for the maps. So I am ready to start exploring classics!
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